Skrivener

  • Content Count

    96
  • Joined

  • Last visited

Community Reputation

140 Excellent

About Skrivener

  • Rank
    Junior Member
...

Recent Profile Visitors

340 profile views
  1. On the topic of the resources list change but speaking more broadly, can we have resizable panels please, ones that autoscroll if the content overflows? For example: it has sucked for so long that the schedule panel only shows two-ish schedules and isn't resizable even on a high resolution. I'd love to see resizable UI philosophy applied to many windows such as build lists, but even just the resources and schedules would be a nice start.
  2. Don't forget you have task priorities and building priorities. Task priorities take precedence and are set per duplicant through the top priority button menu. There is a default hierarchy of priorities there from left to right. I suggest if you can't get your cooks to cook set ALL of their priorities to double-down-arrows, then bring cook back up to standard (dash) or higher, and also bring supply up to single-down-arrow. This will help the cooks supply their own cooking materials if other dupes are not. Then set the cook buildings to 6 or 7 priority if you're still having trouble. That will help any supply dupes to focus on the cook supplying first, including the cooks. The starvation notification may be a bug. That used to happen sometimes when dupes were running to the bathroom before eating, but I don't think I've seen it happen recently.
  3. I think you can use the "move to" command to make them step off it also, and reassess their priorities.
  4. QoL request: can we make progress bars "unselectable" please? They aren't actually selectable of course but they get in the way of selecting other things like blocks, when they should be "transparent" to the selection process. Also bug on large screens (only?) where muckroot tooltip in consumables pushes off the top of the screen.
  5. I addressed in my original post as to why I think building nag icons are not great and button highlights would be better for this, but I agree with the sentiment of skill point nagging when we don't want it. For that it would be nice to have a checkbox in the skills screen (and research because that's a similar annoyance at times) to turn off the reminders, whether they're icons or highlights.
  6. This would certainly help; part of the problem is we used to assign a job and get the benefits immediately. Mastery was only needed to get it to stick. Now we earn the XP then get the trait when we assign the skill point *after* the earning has been done. So we're effectively pushed back a whole level from the prior system. I don't expect the changes to be reversed but I feel like this revised skill/job approach was a fix in search of a problem. What couldn't be resolved by tweaking the existing system? Not to tell you (Klei) how to do your jobs but I am a developer/designer and it seems like a big change to push through this late in the cycle. (But my opinion is subjective since I find the changes worse than before.) More constructively, can we highlight the skill button (orange or something) when there are skill points available? Maybe with a little number count of the points on it? This would also be handy for research not selected, that sort of thing. There are so many notifications sometimes that it's annoying and easy for things to get lost, not to mention a PITA when you click on one as one above it vanishes so you accidentally click on the notification below as it scrolls up. And the icons on buildings lose their usefulness when they're lost among a thousand sweep orders. Generally I think a UI revise and polish pass would be helpful. Not restructuring everything, but reviewing with UX in mind. Mind dump: Icons are too similar to each other and differ from their related overlays. Sweep and mop task icons swamp everything and perhaps need a change. Notifications include Action items as well as Info items and sometimes it makes no sense as to why an Info can't be an Action or Actions get lost in Infos, nor is bundling them working for (for example) Skill Points. (Btw I figured out my confusion on Attributes and Skills - there's a notification bug when an Attribute (like Athletics) increases that refers to it as a Skill increase.) Materials data (the top right tree) gets lost on some backgrounds due to low contrast - sight impaired players can increase the size but that doesn't fix the contrast and clutters the screen. Non-full-screen windows should really be resizeable (eg. schedules, more than 2 and they get cut off). There's so much data but much of it's buried in to the UI, especially in windows you have to click to get access to and switch tabs around and scroll down. It would be nice to bring it more to the surface and reduce the clicks with smarter building icons, animations, hover info, something. My 2.5c at almost midnight after a crash opening the materials pane. #ONILife
  7. Agree, can we have a confirm/cancel and exit button please?
  8. It may be subjective but it's feeling soooo sloooow now...
  9. Is it true that when mush bars are made they automatically get germs now regardless of whether the source materials are contaminated?
  10. New skill system is a bit weird. Hats appear purely cosmetic? Maybe planned to tie into permission/access? Right now they seem like pointless leftovers from jobs and don't affect priority or anything, am I right? Skill points are applied to job/trait roles, which are now called skills; but dupes already have skills (Digging, Build, etc.) from character gen so is this just a labeling conflict? (Maybe I'm mixed up on this, I'll have to check later since I quit the game already.) It's a bit strange to have skill points suddenly materialize for no obvious reason then instantly you give a dupe a skill slot that may have nothing to do with whatever it's been doing. It is much more disconnected than the previous 'leveling up' your job model. I like the apparent goal of more flexibility, but it feels much more game-like and not as intuitive as it is implemented. Disease such as food poisoning still generates randomly in weird terrain that just kills it over time. What's the point of putting food poisoning in rock that is gone before you'll ever dig to it? Or slime in hot algae that will die off if you wait? These are minor but contribute to the annoying feel that you've just been dropped into a freshly made and unstable world instead of a balanced "real" ecosystem. Separating sickness and disease just doesn't make sense. Food poisoning which colloquially would be "being sick" IS caused by disease-causing organisms. Heat-stroke and hypothermia sure, put them as "conditions" or something separate but it would be better not to put them under "sickness" if you also have "disease". It's just confusing. Losing the immune system is kind of a bummer but I'm guessing you couldn't find a way to work it in effectively to make it part of the game in the time available now. I would prefer to see it implemented more manifestly instead of lost but c'est la vie. Some of the "Doctor's Stations" would sound better (IMHO) as "Medical Stations" or similar. Just sounds less clunky in English. Morale doesn't seem to be doing much now as others have pointed out. We don't have a conveyor filter yet do we? Just my very quick impressions from a couple hours with a new base.
  11. Would really like more options to build on top of or upgrade existing structures rather than destroy then build eg. build advanced tiles on basic tile does this. A little related, would like a way to move/transport buildings. Such a nice list in this QoL update, thanks. Oh yes they do. Frequently.
  12. Maybe instead of the fix they should have added the job "Spiritual Medium"? I actually like the transformer fix because it brings it in line with what was intended. I think then we can give feedback on the problems it introduces because of our expectations being based on a bug, no doubt allowing for a transformer upgrade path or some other additional element.
  13. Temporary workaround is use red alert. Since dupes won't eat during it though it doesn't help with the starvation problem.
  14. @Khullag have patience mate, they're not withholding it to spite you, nor adjusting it simply to waste their time.
  15. Multiple crashes after new patch in cycle 0 with Windows 10 on MacBook Pro, three new worlds built so far all crashed including when resumed.